How far your network reaches now decides what it is worth. A line that spans a dozen places beats a small tidy one, every fleet cap has doubled, and a hard charter watches its costs climb twice as fast as before.
Every connected web of your stations earns a health. Three things make it: how much of its cargo is moving rather than sitting on platforms, how many places it delivers to, and how far it carries the load. Your health across every web multiplies your TRANSPORT board, up to three times.
Reaching past what a web needs used to count for nothing. A freight web needs 4 delivery places, so one that reached twelve scored exactly what one reaching four did. Only the waiting cargo could tell them apart. The small tidy network won, which is backwards.
Now size keeps paying. Reach more places than a web needs and it keeps climbing. Carry the load further than it needs and it climbs again.
It pays less each time, though. Twice the places you need is not twice the health. So spreading wide never covers for cargo you are not shifting - you need both.
Hitting every need exactly is no longer a perfect score. It is about a third of one. Perfect now means roughly three times the places and the distance a web needs, with nothing left waiting.
A web reaching 16 places at twice the distance, everything moving, reads 94 per cent. That is near the top. The old rule handed the same full marks to a shuttle between two towns.
Falling short is unchanged. Under the need you are still cut in proportion, so a web that reaches one place of 4 is worth a quarter on that count. Passenger and mail webs still want 20 stops, however far apart. Distance still wants 25 per cent of the map's average side.
One thing has not moved: your health is an average across your webs, weighted by what each delivers. Twenty small routes still average out small.
Every per-company fleet cap has doubled.
Nothing else changed to pay for it. The room is simply there if you want it.
A company's costs inflate from the day it was founded. The harder your charter, the faster they climb. That rate has doubled. One step of difficulty used to add about 1.030 per cent a year to what you pay. It now adds about 2.060 per cent.
It compounds, so the end of a long game is where you feel it rather than the start. Research, upkeep, running costs and new track all ride it.
Normal and Easy are untouched. They were neutral before and they are neutral now. This only reaches the charters that asked for a harder game. Your income is not inflated either - only what you spend.
The Compare tab on your Headquarters could not show a yield. Every estimate read as a dash. Your own row claimed the brand whoever was carrying it. The company already holding it was still offered a button to take it.
It matched a cargo by two different names internally, so it matched nothing at all. Now your row says where the brand went. The company carrying it is marked. Its button becomes Take it back. The confirmation is honest too - a lever is applied on the server's next monthly pass, so the page waits about a minute rather than claiming it is done.